We tried this but unfortunately it doesn't work.
The ScreenAttribute affects the Screen3D object which is the same for left
and center in your suggested config.
Looks like the syntax is a bit loose in this case and so lets you do stuff
that doesn't work.


-------------------
> I think you should be able to create screens on the same device, no?
>
> e.g. in our ConfiguredUniverse file we have
>
> (NewScreen left    0)
> (NewScreen center  1)
> (NewScreen right   2)
> (NewScreen floor   3)
>
> (ScreenAttribute        left    PhysicalScreenWidth     2.438)
> (ScreenAttribute        left    PhysicalScreenHeight    2.438)
> (ScreenAttribute        left    WindowSize
NoBorderFullScreen)
> (ScreenAttribute        left    TrackerBaseToImagePlate
>                                 (( 0.0  0.0 -1.0  1.219)
>                                  ( 0.0  1.0  0.0  0.000)
>                                  ( 1.0  0.0  0.0  1.219)))
> ...
>
> To represent :0.0, :0.1, :0.2 and :0.3
>
> You have a double-wide :0.0 and :0.1 to give you the 4 screens right?
>
> So you might be able to try to put two screens per X screen, covering
> one half each:
>
> (NewScreen left    0)
> (NewScreen center  0)
> (NewScreen right   1)
> (NewScreen floor   1)
>
> (ScreenAttribute        left    PhysicalScreenWidth     your_L_width)
> (ScreenAttribute        left    PhysicalScreenHeight    your_L_height)
> (ScreenAttribute        left    WindowSize
> your_horizontal_resolution your_vert_resolution)
> ...
> (ScreenAttribute        center   PhysicalScreenWidth     your_C_width)
> (ScreenAttribute        center   PhysicalScreenHeight    your_C_height)
> (ScreenAttribute        center   WindowSize
> your_horizontal_resolution your_vert_resolution)
> ...
>
> where left's setLocation is (0,0), and center's is
> (your_horizontal_resolution+1, 0).  I don't rememeber the exact syntax
> for this at the moment though.  And of course each "screen" has its own
> image to tracker base transformation matrix, so you can orient them any
> way you want.
>
> Let me know if this works for you!
>
> >I wish! Unfortunately as Java3D only sees our 2 cards (and not the
outputs)
> >we have to put both the right wall and floor Canvas3D on the same screen.
> >This means we can't alter screen based stuff without screwing up one
canvas
> >or the other.
> >
> >It gets even better 'cos the floor's a different size to the walls. Any
> >thoughts how to fix that? At the moment I have a different ViewPlatform
for
> >each wall with a transform group above to alter the view, it sort of
works
> >but the floor (or right wall) doesn't quite match. I've a feeling this is
an
> >SGI problem 'cos our NT box with a two-headed NVidia card just works.
> >(mutter,mutter)
> >
> >Thanks anyway,
> >
> >Simon
> >
> >
>
>
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